Monday, March 7, 2011

RCDA International competition rules

Competition Judges
There should be proper panel of judges for all drifting competitions to ensure highest possible
fairness in passing results. Proper in terms of qualified and experienced, satisfying all requirements
sets by RCDA.

The judge panel consists of:
- 1 main judge
- 2 assisting judges

The roles
- Main Judge
Ensuring the decision making process of undertaking round is within guidelines set.
Summing up the result made by the panel.
- Assisting Judge
To provide 2nd and 3rd view for panel decision either to contest or affirm the result in both qualifying (IQS) and battle rounds (EBS).


Judging Guidelines

Elements

Entry speed
Although speed in drift would probably very limited, participants are expected to push their drift speed
as high as possible.

Drift Line
There will be briefing by the judges to show what is to be expected from the participants in regards to
preferred drift line.

Clipping Point
Also known as scoring area, the closer to the boundary, the higher the score. Other elements will be judged as well.
Clipping point could be front side/corner or rear side/wall.

Drift angle and counter steer
How much angle is being created and maintained during the drift.
Maximum angle define is 90ยบ, penalties will be given to washout or when the car's rear moving ahead of the front.

Presentation/Aura
How much technique and amount of energy without putting opponent in dangerous situation.
Stunt driving will not be considered as technique.

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Qualification Scoring

For Competition with IQS, each driver will be awarded with 100pts initial score.
Each and every imperfection will warrant penalty or deduction.
Drifter with lesser penalty will qualify higher. A perfect run is 100 points.

Rules for Qualifying in IQS
Each driver will be given 2 laps in which to make a qualifying run. Drivers will run the course alone.
The drift elements will be judged during the qualification run, with points deducted from 100, depending
on the severity of the infringement.




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Battle

Rundown
Basically Battle Round will consists of Offensive (chasing) and Defensive (leading) role.
The cars will be placed in staggered position, separate by about one car length distance.

The Offensive Car
The offensive car when Tsuiso drifting is the chasing car. A good way to put it would be that the chasing car has to 'hunt' down the leading car. Drivers have to use their drifting ability to try and get as close to the leading driver as possible as to put immense pressure on them so that a mistake is made. The chasing driver must demonstrate better drifting in order to keep pressure on the leading driver whilst still keeping good angle and speed. The driving line is not as important for the chasing car as it is trying to follow the lead car and keep with it as much as possible, unless the lead car displays a bad driving then and then chasing car can continue to hit the clipping points and show a good drifting line. If the chasing car cannot keep up with the lead car whilst drifting this is to be looked at as inferior driving and points will be deducted for letting the lead car get away. If this is due to not having as much power as the lead car, there are certain measures you can take to increase your speed such as decreasing your drifting angle although this may play against your point scoring. Under no circumstances can the chasing car come in contact with the lead car in a way that disturbs the lead car's driving. Any crashes of this manner will result in a Judges decision as to whether the Tsuiso is to be run again or the 'victim' car going through to the next round automatically. Overtaking is allowed but not necessarily supported by the judges and under no circumstances must the cars start 'racing' as this is going against the idea of drifting.

The Defensive Car
When a driver takes the lead in a Tsuiso battle the idea is to perform their drifts faster with a good line and a bigger angle to try and shake off and distract the car behind them. If the leading driver does manage to pull away from the car behind and still manage to display good drifting technique then they will be awarded more points. Attempts to distract the chasing car whilst still maintaining a good line will also be looked at by the judges and could affect the final score in a positive or negative way.
It's important to understand that the concepts discussed in this article are general guidelines for scoring the drift events and are meant to educate the competitors and general. They do not provide a guarantee of results and should not be used to compare to results from drift competitions. Drifting is still a subjective competition and the judges at an event are the final authority. Their decision is therefore final.


Scoring
Each driver awarded with 5 points each before the run.
Depending on advantage-disadvantage of each participants, judges will give their result.
for example:
10-0 total advantage (opponent crashed or spinned)
7-3 a lot amount of advantage
6-4 good amount of advantage
5.5-4.5 slight amount of advantage
5-5 equal advantage
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Case Study

1.Passing / Overtaking

1.1 The aim of the driver at the back is NOT to overtake, but to mimic the lead driver.
Overtaking should not be encouraged, and only allowed if the situation safely permits, such as leading car
spins or goes wide or out of the drift recommended line. The judge have to decide afterwards whether the passing
is done within the guidelines or not (hence giving the advantage or re run).

1.2 Overtaking will not be seen as necessary to win a heat.
If the passing car is next to the passed car in ANY way, the driver in front must leave room.
A pass must not hinder the passed drivers speed dramatically.

2. Speed, Angle, Clipping points.

2.1 Speed
2.1.1 Jerky movements, e.g. car "pauses" during drift will be penalized.
2.1.2 Washout: loss of speed due to coming into the corner too fast will be penalized.
2.1.3 Half Spinning: (similar to above) basically going offline and losing speed .

2.2 Angle
2.2.1 Drifting with max angle possible is IMPERATIVE.
2.2.2 Drivers will be penalised for shallow angles in big angle transition areas.
2.2.4 Straight lining (zero angle) is not allowed. Drivers must ALWAYS be in drift mode.

3. Clipping Points & Others
3.1 The closer driver is to the corner and walls, the more they will score. Bonus points will be awarded for spectacularly close to clipping points.
3.2 One spin and one hit against a wall is allowed per heat. Drivers will still be penalised for this though, however they can still claw their way back into a battle.
3.3 The driver at the back is generally responsible for a collision (there are MANY factors here, and each collision will be reviewed individually).
3.4 Drivers have to push their cars to the ULTIMATE limit and be spectacular. If the drifting is boring, clinical and within the car and driver’s limits, points will be deducted.
3.5 If drivers get separated, then they will be judged individually. It is still the following driver’s job to mimic.

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Penalties and Bonus Summary
Drivers have to push their cars to the ULTIMATE limit and be spectacular.
Extra points may be awarded for stellar performance.


Penalties

- Severe
Hitting a wall or spinning (depending on the severity of the collision or spin): 5 to 10 pts

- Mediocre
Half Spinning: (similar to above) basically rear start to overtaking the front and losing speed: 3 to 5 pts.
Straight-lining. 3 to 5 pts
If the drifting is considered clinical and within the car and driver’s limits: 3 to 5 pts

- Light
Shallow angles in “big angle transition areas” : 1 to 3 pts.
Washout: loss of speed due to coming into the corner too fast: 1 to 3 pts.
Jerky movements, e.g. car "pauses" during drift 1 to 3 pts.


Bonus/Extra Points
Spectacular confident non correction lining, close clipping to corner/wall: +1 to 3 points

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